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Old 10-25-2009, 12:47 AM   #16
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Crazy Animals!  
Lands:
4 Darksteel Citadel
16 Forest
1 Oran-Rief, the Vastwood
1 Pendelhaven
1 Yavimaya Hollow

Creatures:
1 Karn, Silver Golem
4 Penumbra Spider
4 Mongrel Pack
1 Genesis
4 Birds of Paradise
2 Mire Boa
2 River Boa
4 Lone Wolf
Other Spells:
4 Worldslayer
4 Harmonize
3 Rancor
1 Broken Fall
1 Sosuke Summons
1 Naturalize
1 Hurricane

There's a variety of animals in this decklist... everything from Spiders to Snakes to Birds to Wolves to Hounds! Master your animals and you will soon learn how to destroy the world. There's all sorts of tricks to be had with this group and to start is your guest of honor: Worldslayer.

The Worldslayer blows up everything, and your animals counter that with either regeneration, or reincarnation. Mongrel Pack brings on the heat by making four creature tokens, the Spider creatures a Black token of itslef, and Genesis resurrects your creatures from the grave. Lone Wolf and Birds of Paradise are the only two creatures that can't resurrect themselves... which is where your Broken Fall comes in... if you need it. Otherwise, Lone Wolf if your all-star that can make sure the Worldslayer slays the world... and Birds of Paradise ramps up your mana base in the early game and later on after the world has been slain.

Sosuke Summons was a splash card that comes back to your hand everytime you cast one of your four Snakes -- I had to mix up 2 and 2 for the two different versions of River Boa. Just in case your playing Black...

Naturalize and Hurricane are both psuedo sideboard cards that you can increase or decrease in quanitity based on your playgroups' style. Rancor is a fun inclusion since it will always come back to your hand after the Worldslayer resolves its slaying abilities.

The other lands are for spice and flavor.

Karn is a fun inclusion since he can animate your psuedo indestructible Worldslayer equipments into 5/5 creatures that can attack for a possible win.

Enjoy! This is one mono-Green World Dominating Deck!!
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Old 10-26-2009, 03:32 PM   #17
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

In the spirit of the season i present my Worldslayer deck. On All Hallow's Eve, the mischief makers come out in full force as well as the illusions of our greatest fears. Some are thieves, some are monsters, and others are spirits who are just passing through. But when one of these gets a weapon capable of destroying all those around them and not just killing but annihilate it all and recreate it as a word of only their kind, what are we who inhabit a more civilized world to do? The answer: Nothing.
Halloween’s World  
Lands
8x Swamp
8x Island
3x Plains
3x Terramorphic Expanse
1x Boseiju, Who Shelters All
1x Flagstones of Trokair

Creatures
4x Cephalid Inkshrouder
4x Dimir Infiltrator
4x Escape Artist
2x Hunted Phantasm
4x Inkfathom Infiltrator
2x Phantom Warrior
Other Spells
4x Worldslayer
4x All Hallows Eve
2x Tormods Crypt
4x Ravenous Trap
2x Second Sunrise

The idea is to use an unblockable creature to end the world, then remove the opponent's graveyard from the game and either Second Sunrise or All Hallow's Eve my stuff back and game. I don't worry about them countering my combo pieces as there are lots of ways to get it off and when most are being cast the opponent has no mana. The Inkshrouder can be a solid choice for Worldslayer when it has it attached, you can toss a creature to activate it. That keeps it shrouded and unblockable for the swing so there really isn't anything your opponent can do to stop it. Hunted Phantasm is also a good choice for World Slayer as it hits hard and then gets rid of its Gobby tokens.
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Old 10-26-2009, 07:56 PM   #18
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

"So I was the closest.” Despra’s rumbling purr was of course inaudible; a sphinx rarely relied on the spoken word. Only the three other sphinxes inside the sanctum had the intellects necessary to perceive it.
“Yes, you were only off by three millennia,” Vidd responded, “quite impressive.”
“Why quibble over a few millennia,” the twins interjected. “The fact remains that Alara is being reborn, and when it is, it must be destroyed. All of it.”
“We are ready, and have been for centuries. The Blind Eternities are no obstacle to summoning those we need. Our forces here on Esper are marshaled. Our perfect way of life will soon be lost. Red and Green mana must be eliminated from the multiverse. We start here, and move on, plane to plane until we are finished.”
As one, the quartet took wing into the cold Esper night.


Esper’s Crusade  
Land-25
4 Arcane Sanctum
4 Tundra
4 Scrubland
4 Underground Sea
4 Ancient Den
4 Seat of the Synod
1 Flagstones of Troikar

Artifact Creatures-21
4 Sphinx Summoner
4 Metallurgon
4 Glassdust Hulk
4 Sanctum Gargoyle
4 Metalworker
1 Karn, Silver Golem
Non-Creature Artifacts-14
4 Worldslayer
3 That Which Was Taken
3 Voltaic Key
4 Courier Capsule

When building this deck, I really wanted to stay away from the themes presented in Worldslayer 101. I decided on an all-artifact theme, after I found out that my beloved Metalworker and Voltaic Key were no longer banned in Legacy. (I believe my deck is Legacy legal.)

Worldslayer Wielder, in order of preference:
Glassdusk Hulk-Unblockability is the only form of evasion you can truly rely on. As an added bonus, with at least two hulks out and a Metalworker, you can usually cast enough artifacts in one turn to pump up the hulks enough to kill an opponent.
Sphinx Summoner and Sanctum Gargoyle-Though not unblockable, flying is a form of evasion.
Metallurgeon and Metalworker-This deck isn't “all indestructible all the time,” and sometimes you don’t want to attack with a sword wielding creature (because said creature won’t survive). Simply tap a Metalworker to "de-eqip" your Hulk, and instead equip a creature that won't be attacking.

Card Drawing and Redundancy:
Sphinx Summoner: There are 4 copies of all creatures but Karn, Silver Golem. You fetch him when you want your Worldslayers to be their own beatsticks, otherwise, find your missing piece. (It usually seems to be a Metalworker.)
Courier's Capsule: I'm always happy to draw this.
Sanctum Gargoyle: I love the capsule, and you'll cry for joy when recurring it to dig for that sword! The Gargoyle is also great in a post Slayer-hit world. It could be the deck's MVP!

Defense!:
As I wanted to avoid Worldslaying 101 cards, I didn't use Darksteel Forge, or anything that started with Darksteel, for that matter.
Metallurgeon: I'll often wait until turn 4 to cast a Metalwork, to take advantage of Metallurgeon protection. It's actually rare for a Metallurgeon to survive a Worldslayer triggering, even with a Voltaic Key out. Usually they will protect a Metalworker and Glassdust Hulk. A Gargoyle can get 'em back later.
That Which Was Taken: Alright there was a deck in Worldslaying 101 that had this card, but I couldn't resist. The traditional weakness of this card is covered, as you can regenerate That Which Was Taken with a Metallurgeon. If the card does go to the graveyard, the divinity counters won't go to waste if you draw another, or draw a gargoyle.

A Word About Lands
I've found that I need colored mana in a big way. Not like grandpa's all-artifact decks! I usually never need to protect my lands. They are expendable.

Dream Scenario
Opening Hand:


Turn 1: On the Draw, Draw Sphinx Summoner (or any artifact)
Play Arcane Sanctum
Turn 2: Draw Metalworker
Play Tundra
Cast Metallurgeon
Turn 3: Draw Voltaic Key
Play Tundra (could be any land but a Sanctum)
Cast Metalworker (with one still in hand as backup)
Turn 4: Draw Worldslayer
Current Hand: Sphinx Summoner, Metalworker, Glassdust Hulk, Worldslayer, Voltaic Key, That Which Was Taken
Reveal four artifacts, add to your pool
Cast Voltaic Key, use it to untap Metalworker
Reveal three artifacts, add to your pool
Cast That Which Was Taken, put divinity token on Metalworker
Cast Glassdusk Hulk (left with for Metallurgeon protection)
Turn 5: Draw Ancient Den
Reveal four artifacts, add to your pool
Use That Which Was Taken/Voltaic Key to put divinity counters on Metallurgeon and Glassdust Hulk (left with for Metallurgeon protection)
Attack with Hulk?
Turn 6: Draw Sanctum Gargoyle
Reveal five artifacts, add to your pool
Cast Worldslayer, equip to now unblockable Hulk
Attack, trigger Worldslayer, response use Key/Metallurgeon to put regeneration shields on That Which Was Taken and Voltaic Key
Play Ancient Den
Turn 7: Draw whatever
Regardless of what you draw, you can pretty much do whatever you want. I recommend moving the Worldslayer to a "non-attacking creature" so you can use your mana casting things and putting divinity counters on them. Don't forget to keep free for regeneration!
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Old 10-27-2009, 01:11 AM   #19
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Worldslayer Rat Deck  
Lands (24):
2 Cabal Coffers
17 Swamp
4 Swarmyard
1 Urborg, Tomb of Yawgmoth

Creatures (24):
1 Crypt Rats
1 Ink-Eyes, Servant of Oni
4 Kuro's Taken
1 Marrow-Gnawer
4 Nezumi Cutthroat
3 Nezumi Graverobber
1 Okiba-Gang Shinobi
1 Patron of the Nezumi
3 Skullsnatcher
4 Stronghold Rats
1 Throat Slitter
Non-Creature Spells (12)
1 Demonic Tutor
3 Expedition Map
2 Grim Tutor
1 Sudden Spoiling
1 Wail of the Nim
4 Worldslayer

I decided to go in a different direction from my first idea. The deck I have replaced the old one with uses rats, and what creatures spell the end of the world better than our furry infesting friends? Rats can not only drive the Slayer into the heart of the plane through evasive tactics, but they can survive its devastating effect remarkably well.

Swarmyards help rats thrive in the toughest conditions; save your favorite rodents from the Slayer with these. Cabal Coffers are a great source of mana production, and Urborg, Tomb of Yawgmoth helps with this by making the Swarmyards, Coffers, and itself into swamps.

Onto the rats themselves. Nezumi Cutthroat and Stronghold Rats, with fear and shadow, respectively, are the prime candidates to wield the Slayer. Kuro's Taken can regenerate itself and serves as a good defender. Crypt Rats can spread plague over the field should you need to shut creatures down. When combined with Swarmyard, you can keep it alive and, with enough mana, kill almost any creature that enters the battlefield. You can stall with it until you get the Slayer. Nezumi Graverobber and Skullsnatcher serve to exile cards in graveyards. If you can Flip the Graverobber, he can work with Marrow-Gnawner to make you enough rats to easily outnumber your opponent, and Gnawer gives all rats fear. This deck has plenty of creatures anyway, so Throat Slitter should be able to stealth kill a nonblack target. Okiba-Gang Shinobi is useful for hitting your opponent's hand. Ink-Eyes, Servant of Oni has regenerate and a useful effect. If she can get a hit in with the Slayer, she can first kill your opponent’s best creature and then give it to you. The king of rats, Patron of the Nezumi, will guarantee that the use of the Slayer is as painful as possible for your opponent.

Expedition Map is used to search for helpful lands. Sudden Spoiling ensures that every creature your opponent controls, whether it was indestructible or had persist, will not survive the Slayer's effect. Wail of the Nim is nasty in combination with the Slayer, as it can save your entire army. Worldslayer, the keystone of the deck, will bring salvation to the rats and be the demise of everything else. Any card in the deck can be searched for with Grim Tutor or Demonic Tutor.

Last edited by MTG59895; 11-09-2009 at 08:48 AM.
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Old 10-27-2009, 06:59 PM   #20
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

After lurking through the previous DBC here's my entry for this one:

Goblinslayer  
Lands:
13 Mountain
8 Forest

Creatures:
2 Scuzzback Scrapper
2 Goblin Cohort
2 Mogg Sentry
3 Vexing Shusher
4 Shrieking Mogg
4 Goblin Matron
4 Mudbutton Torchrunner
2 Wort, the Raidmother
Sorceries:
3 Primal Growth
3 Sylvan Scrying
2 Wheel of Fortune

Enchantments:
4 Boggart Shenanigans

Artifacts:
4 Worldslayer

Who likes to die by getting Worldslain? My Goblins. Who hates it when my Goblins die? My opponent.

This deck's win condition: Worldslayer + Shrieking Mogg + Boggart Shenanigans + dead Goblins.

Draw into a Worldslayer with Wheel of Fate and tutor yourself a Shrieking Mogg and a Boggart Shenanigans with Goblin Matron. By the time you get all those three on the field you should have easily been able to push enough damage through for Worldslayer to win you the game as Shrieking Mogg taps everything, Worldslayer + the Mogg's combat damage destroys all your Goblins and triggers Boggart Shenanigans for approximately 10-15 damage and the win.

Individual cards:

Scuzzback Scrapper, Goblin Cohort, and Mogg Sentry- Utiliy one-drops to help you tap out playing Goblins every turn.
Vexing Shusher- Ensure your win condition hits play.
Shrieking Mogg- The closest card I could find to an Unblockable Goblin, part of your win condition.
Goblin Matron- Grabs you other Goblins you need.
Mudbotton Torchrunner- He just loves to die.
Wort, the Raidmother- Goblin tokens!, legendary R/G Goblin, relevant ability... solid card.

Primal Growth- Helps manage 'Slayer's 5 casting and equip costs by grabbing you lands.
Sylvan Scrying- Same deal as Primal Growth. Both mana accelerators are sorceries so they can be conspired through Wort's ability.
Wheel of Fortune- Draw into your win condition, possibly screw your opponent over.

Boggart Shenanigans- Win condition as all your Goblins die.

Worldslayer- Hmmm... maybe because the contest is named Worldslaying 102?
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Last edited by alaxam; 10-31-2009 at 12:35 PM. Reason: description, decklist update
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Old 10-30-2009, 01:52 AM   #21
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

I am from Russia, so excuse me for my English

Kamikaze and monsters fron nowhere

Creatures (25)
Greater Gargadon * 4
Infiltrator il-Kor * 4
Veiling Oddity * 4
Epochrasite * 4
Deep-Sea Kraken * 3
Mulldrifter * 2
Riftwing Cloudskate * 2
Kira, Great Glass-Spinner * 2

Spells (10)
Worldslayer * 4
Fabricate * 4
Ancestral Vision * 2

Lands (25)
Islands * 14
Mountains * 4
Steam Vents * 4
Darksteel Citadel * 2
Gods' Eye, Gate to the Reikai * 1

Consept of the deck: suspended creatures cannot not be destroyed by Worldslayer, because they are not on the battlefield, but they can enter the game several turns later after BIG BUMMM and I will have a great advantage over my opponent.

Kamikaze
Infiltrator il-Kor, Veiling Oddity, Riftwing Cloudskate. I can suspend them on turn 2-4, so they appear on the battlefield on turn 6 for free and I can spend mana to equip Worldslayer. And yes, they come into play with haste and they have solid evasion, so they can immideatly hit an opponent and destroy everything.

Monsters
Greater Gargadon and Deep-Sea Kraken. They should appear several turns after BUMMM and kill an opponent for 2-3 turns.
I can also sucrifice all my permanents to Gargaon before dealing damage with Worldslayer in order to remove all time counters except 1, and Gargadon will come the next turn on the clear battlefield.

Epochrasite - can stop early offence and can return onto the battlefield after Worldslaying.

Mulldrifter, Ancestral Vision - card advantage.

Kira, Great Glass-Spinner - can protect Kamikaze from removal.

Fabricate - I always want to play Worldslayer on turn 5, so I should find it, if in is not in my hand.

8 sources of red mana - I prefer to play Gargadon on turn 1.

Darksteel Citadel, Gods' Eye, Gate to the Reikai - I will have several small bonuses after Worldslaying.

The deck is extended legal (if I not mistaken ).
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Old 10-30-2009, 01:04 PM   #22
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Just a kind reminder:

Quote:
Originally Posted by Streetz
You have until 11/9 to submit your entry! Good luck!
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Old 10-30-2009, 03:12 PM   #23
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Vengeful Robot Gods

Creatures
4x Myr Servitor
4x Myr Retriever
4x Metalworker
3x Karn, Silver Golem

Other Spells
4x Worldslayer
4x Eldrazi Monument
4x Tinker
4x Darksteel Ingot
2x Tezzeret, the Seeker
2x Prosperity

Lands
4x Urza's Mine
4x Urza's Power Plant
4x Urza's Tower
4x Darksteel Citadel
4x Seat of the Synod
3x Island
2x Academy Ruins

Concept: Thanks to the poor planning of an exploring planeswalker, the ancient Zendikarian monument to the Eldrazi has fallen through the multiverse into the plane of Mirrodin. The myr, looking for a new master after the downfall of Memnarch, stumble upon the monument first, and begin to worship the statue. Empowered by their groveling, the ancient god within decides to demand retribution against the being who destroyed the monument's original home. The god therefore summons up its most powerful tool of destruction-the Worldslayer-and sends its new minions out to wreak havoc.

The Cards:
Eldrazi Monument: The altar of destruction. Thanks to it, your creatures won't die to an exploding world, and it convenietly gives your creatures flying, too.
Worldslayer: The tool of destruction. Your opponents won't be able to do much after being exploded turn after turn.
Myr Servitor/Myr Retriever: The minions. They are good target for an equipment once the monument pumps them, and the provide near-infinite fodder for the upkeep sac requirement as long as you have at least two. The Retrievers can also drag back a destroyed/discarded combo piece if necessary.
Karn, Silver Golem: As the supposed creator of Mirrodin, he's bound to notice the myr's new master. His main use is to turn the Monument into a creature each turn, thus making it immune to the Slayer's wrath, while not making the sword a creature like March of the Machines would, so it can keep on equiping and slaying.
Metalworker: Mana. Lots of it. That is all.
Tezzeret: He's not part of my story, but all three abilities can help. You can untap your metalworkers for even more mana, get all the necessary pieces for proper worldslaying, or even make an alternate win condition by bashing in with 6/6 flying indestructible swords and monuments.
Tinker: Good, efficient fetching. It works great with the Myr, too.
Prosperity: What do cards for your opponent matter if they can't play them? This can also recharge your Metalworker's usefulness.
Darksteel Ingot: Colored mana preset with indestructibility for the post-Slain world.
Urzatron: Mana!
Darksteel Citadel: Indestructible mana!
Seat of the Synod: Colored mana, and its being an artifact allow it to help Metalworker, and you can turn it into a 1/1 flyer with Karn and the Monument on the field.
Academy Ruins: Legend #2, and it does a good job of saving any destroyed artifacts you need.

P.S. I'm new to this, so I apologize for not having set up my decklist nicely like everyone else.
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Old 11-03-2009, 06:59 PM   #24
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Long ago, in the dawn of time, the gods of Talone had a devestating war that was locking in a stalemate for thousands of years. One day, Karon, the mastersmith, created a weapon so terrible that it broke the stalemate in less than a month. That weapon, dubbed the Worldslayer, destroyed several hundred newly formed planets and threatened to wipe out all that the gods had created. With the one faction of gods finally defeated, the allfather, the god known only as Patriarch, declared that the weapon must be sealed away for all time. Trusting no intelligent mortal or immortal to guard such a weapon, the Patriarch created a race of creatures like none other. Known only as the slivers, they exist as the last line of defense to prevent the cataclysm that would surely arise if the weapon were ever drawn by an intelligent being again.

The Last Line of Defense for the Worldbreaker:  
Slivers:
4 Crypt Sliver
4 Sinew Sliver
4 Muscle Sliver
2 Quick Sliver
2 Darkheart Sliver
4 Gemhide Sliver
2 Pulmonic Sliver
3 Necrotic Sliver
1 Sliver Overlord

Artifacts:
4 Worldslayer

Spells:
2 Patriarch's Bidding
Enchantments:
3 Fecundity
3 Recurring Nightmare

Lands:
2 Yavimaya Hollow
4 Bayou
4 Scrubland
4 Savannah
6 Forest
2 Swamp
2 Plains

Crypt Sliver: By simply withdrawing from combat, this sliver allows any sliver to survive an onslaught.

Sinew Sliver and Muscle Sliver; Both of these slivers allow the might of the army to increase by factors untold.

Quick Sliver: Allows other slivers to arrive to swell the ranks of the army

Darkheart Sliver Allows other slivers to sacrifice themselves for the betterment of the Patriarch

Gemhide Sliver: Provides the fuel for the sliver army.

Pulmonic Sliver: Allows slivers to fly and to arise from the grave

Necrotic SliverAllows slivers to sacrifice themselves to get the best of any enemy

Sliver Overlord: The legendary controller of the army and the best strategist in the known universe.

Patriarch's Bidding, Fecundity, and Recurring Nightmare: These powerful spells allow the slivers to arise from the grave to continuously guard the mighty weapon.

Worldslayer: That which must be protected at all costs.

Yavimaya Hollow The legendary valley where the weapon dwells, even the land helps the slivers protect the mighty artifact.
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Old 11-04-2009, 03:47 AM   #25
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Red face Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Hello All, This is officially my first post (Just became a member) So forgive me if i mess up on any formats or such please let me know. So anyways down to business. Most players who play with Worldslayer are artifact lovers and one thing comes to mind. Darksteel Forge and sh!tloads of artifact creatures so that way your everything goes boom while I'm just dandy. Well I honestly feel that, yes it is an amazing deck type (And one of my favorites...) but, it's no fun, unoriginal and untimately takes no skill just great cards. So I will attemp to make a deck that instead of being unaffected by Worldslayer; It shall benifet from its effects or have an advantage after the world goes boom. So here is that such attempt playproofed and stunningly well put together. If you get a chance to actually play test it you'll love it. (BTW IDK how everyone gets their cards to show up in a cool list and have links for all the clicks but if you can fill me in please do I'd appreciate it forever!)

=== Worldslayer Deck 102
=== Cards: 60
Double Homicide  
~Lands~ (24)
x4 Urborg, Tomb of Yawgmoth (See Filth)
x4 Dark Depths (Combine with Vampire Hexmage for 20/20 unaffected by Worldslayer)
x16 Swamp
~Creatures~ (18)
x2 Filth (Let Worldslayer do it's job or sac it through other means, then combine with Urborg, Tomb of Yawgmoth for swampwalkers)
x4 Mortivore (Only gets stronger with Worldslayer hits, plus it comes back when it's destroyed for only 1 black mana)
x4 Sleeper Agent
x4 Dauthi Slayer (Easy way to land Worldslayer hits)
x4 Vampire Hexmage (Sacrifice with Dark Depths in play for 20/20 unaffected by Worldslayer)
~Other Spells~ (18)
x4 Rain of Filth (Sacrifice and tap your lands for a large mana pool before Worldslayer hits)
x4 Reprocess (Sacrifice your unused cards in play for a large draw before Worldslayer hits)
x2 Haunting Echoes (Awesome Slap in the face after Worldslayer hit)
x4 Ghastly Demise (Amazing killer for one black mana after Worldslayer hit to keep opponets down)
x1 Demonic Tutor (Obvious? Use to grab the cards you need and own!)
x1 Demonic Collision
x1 Crucible of the Worlds(You know those lands your sh!tting bricks about losing after Worldslayer hits? Well just play them from Graveyard afterwards! Combines well with Rain of Flith and Reprocess even w/o Worldslayer)
x1 Yawgmoths Agenda (Pure ownage after Worldslayer hits. Essentially a more limited but at the same time wider variety of Crucible of the Worlds.)
You'll love it if you got the cards to use it!

~StanZor~

Last edited by StanZor; 11-09-2009 at 05:49 PM. Reason: Found out how to use Tags :D
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Old 11-04-2009, 12:58 PM   #26
StanZor
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Quote:
Originally Posted by Streetz View Post
Crazy Animals!  
Lands:
4 Darksteel Citadel
16 Forest
1 Oran-Rief, the Vastwood
1 Pendelhaven
1 Yavimaya Hollow

Creatures:
1 Karn, Silver Golem
4 Penumbra Spider
4 Mongrel Pack
1 Genesis
4 Birds of Paradise
2 Mire Boa
2 River Boa
4 Lone Wolf
Other Spells:
4 Worldslayer
4 Harmonize
3 Rancor
1 Broken Fall
1 Sosuke Summons
1 Naturalize
1 Hurricane

There's a variety of animals in this decklist... everything from Spiders to Snakes to Birds to Wolves to Hounds! Master your animals and you will soon learn how to destroy the world. There's all sorts of tricks to be had with this group and to start is your guest of honor: Worldslayer.

The Worldslayer blows up everything, and your animals counter that with either regeneration, or reincarnation. Mongrel Pack brings on the heat by making four creature tokens, the Spider creatures a Black token of itslef, and Genesis resurrects your creatures from the grave. Lone Wolf and Birds of Paradise are the only two creatures that can't resurrect themselves... which is where your Broken Fall comes in... if you need it. Otherwise, Lone Wolf if your all-star that can make sure the Worldslayer slays the world... and Birds of Paradise ramps up your mana base in the early game and later on after the world has been slain.

Sosuke Summons was a splash card that comes back to your hand everytime you cast one of your four Snakes -- I had to mix up 2 and 2 for the two different versions of River Boa. Just in case your playing Black...

Naturalize and Hurricane are both psuedo sideboard cards that you can increase or decrease in quanitity based on your playgroups' style. Rancor is a fun inclusion since it will always come back to your hand after the Worldslayer resolves its slaying abilities.

The other lands are for spice and flavor.

Karn is a fun inclusion since he can animate your psuedo indestructible Worldslayer equipments into 5/5 creatures that can attack for a possible win.

Enjoy! This is one mono-Green World Dominating Deck!!
I apologize in advance for such a noob question but... How do you get your cards to show in that cool deck list thingy?
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Old 11-09-2009, 08:26 PM   #27
Trapezoid
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Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

THRNSLAYER!


Thornslayer  
Creatures
4x Thornling
2x Saffi Eriksdotter
2x Ayumi, the Last visitor
4x Stonehewer Giant
4x Hedge Troll
4x Dryad Sophisticate
Spells
4x Naturalize
4x Path to Exile
2x Quest for the Holy Relic
Artifacts
4x Worldslayer
4x Darksteel Ingot
Lands
4x Flagstones of Trokair
4x Temple Garden
9x Forest
5x Plains

Strategy Overview
The win condition best case scenario is to have a Thornling in play equipped with Worldslayer, and an indestructible Darksteel Ingot. With those three cards, you can destroy all other permanents every turn.


Thornling: This guy is awesome with Worldslayer! You can make him indestructible for surviving the Worldslayer, and give him Trample to get thru blockers.
Stonehewer Giant: Find the Worldslayer!
Saffi Eriksdotter: Save any creature from destruction
Ayumi,the last visitor: Always loved this card for some reason
Hedge Troll: Simple regeneration for a lasting prescence
Dryad Sophisticate: With so many great nonbasic lands out there, chances are your opponents will have at least a couple.
Naturalize: Ya gotta have removal!
Path to Exile: For getting rid of any pesky creatures that might stand in your way.
Quest for the Holy Relic: Go find Worldslayer!
Worldslayer: The main component if our destructive combo.
Darksteel Ingot: This little artifact will stick around even after the world has been slain.
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Old 11-10-2009, 09:59 PM   #28
Harizl
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Talking Re: Oct 2009 - MDV Deckbuilding Contest! 'Worldslaying 102" [Submission Thread]

Terry's Worldslayer  
Creatures
2x Karn, Silver Golem
2x Platinum Angel
4x Ferropede
4x Etherium Sculptor

Spells
4x Roar of Reclamation
4x Traumatize
1x Tinker

Artifacts
2x Helm of Kaldra
4x Worldslayer
3x Darksteel Forge
4x Thran Dynamo
4x Khalni Gem
2x Krark-Clan Ironworks
Lands
4x City of Brass
4x Darksteel Citadel
4x Ancient Den
4x Glimmervoid
4x Seat of the Synod

Strategy Overview
You pump out mana, sac everything for more mana, traumatize yourself then cast roar.
Generally, a indestructible ferropede with a worldslayer is enough to win. Or a army of Karn'd 4/4's and 5/5's or indestructible Plats.

Karn - goes with any artifact that costs 4+
Ironworks - With Roar, it makes free mana
Khalani Gem - with Ironworks, Dynamos and Sculptors, your land doesn't really matter.
Platinum Angel - with early game mana, he stalls long enough to draw a Roar, then covers home base.
Traumatize - People don't often see a self-traumatize, worst case scenario you pull dubs and mid-game 75% them.

My friend plays a deck casually with more or less this makeup, It's always a fun deck to see work. The Legendaries are used well and it doesn't use overpowered cards (or not overpoweringly if it does).

Self-traumatize, Karn-armies, using ferropede in a deck. It's the essence of what i think casual magic tries to achieve.

Last edited by Harizl; 11-10-2009 at 10:17 PM.
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